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- Cities of the North - Dawnstar
Cities of the North - Dawnstar
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Version1.4
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- Manual
File information
Last updated
Original upload
Created by
JPSteel2Uploaded by
JPSteel2Virus scan
Safe to use
Current section
About this mod
A new set of unique buildings for the capital of the Pale.
- Requirements
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Nexus requirements
Mod name Notes Unofficial Skyrim Special Edition Patch Mods requiring this file
- Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You can upload this file to other sites but you must credit me as the creator of the file
- Modification permission You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to me
- Conversion permission You can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permission You are allowed to use the assets in this file without permission or crediting me
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
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Translations
- Ukrainian
- Spanish
- Russian
- Portuguese
- Polish
- Mandarin
- Italian
- German
- French
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Translations available on the Nexus
Language Name Portuguese Author:OMensageiro637 Cities of the North - Dawnstar PTBR French Author:Wunduniik Team Cities of the North - Dawnstar - Traduction Francaise Polish Author:CaptainCraaazy Cities of the North - Dawnstar - Polish Translation Russian Author:Ser Persiv Cities of the North - Dawnstar RU v1.4 Spanish Author:eslizon Cities of the North - Dawnstar - Spanish Translation German Author:SkyHorizon Cities of the North - Dawnstar - German Italian Author:Ciccigomma Cities of the North - Dawnstar - TRADUZIONE ITALIANA - SKI Mandarin Author:FirstAstor Cities of the North - Dawnstar(CHS) Ukrainian Author:shovhan Cities of the North - Dawnstar - Ukrainian translation Mandarin Author:JPSteel2 CHS Cities of the North - Dawnstar Morthal Falkreath and some of their Patch French Author:JPSteel2 (FR) Cities of the North - Dawnstar Russian Author:Dalarin Cities of the North - Dawnstar RU - Changelogs
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Version 1.4
- Plugin compacted and ESL-flagged
- Navmesh cleaning
- Erroneous edits removal
- Misc bug fixes
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Version 1.3
- Re reviewed the mod from scratch using some new scripts and techniques.
- Ran xEdit Clean Edge Links,
- [NAVM:001035EC] (in GRUP Cell Temporary Children of DawnstarExterior06 [CELL:00008E95] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,26))
- [NAVM:00102F53] (in GRUP Cell Temporary Children of DawnstarExterior04 [CELL:00008E96] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,26))
- [NAVM:00102F4F] (in GRUP Cell Temporary Children of DawnstarExterior07 [CELL:00008E97] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,26))
- [NAVM:000168D0] (in GRUP Cell Temporary Children of DawnstarExterior01 [CELL:00008EB4] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,25))
- [NAVM:000F6ED7] (in GRUP Cell Temporary Children of DawnstarExterior01 [CELL:00008EB4] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,25))
- [NAVM:000F6ED8] (in GRUP Cell Temporary Children of DawnstarExterior01 [CELL:00008EB4] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,25))
- [NAVM:001080C0] (in GRUP Cell Temporary Children of DawnstarExterior01 [CELL:00008EB4] (in Tamriel "Skyrim" [WRLD:0000003C] at 8,25))
- [NAVM:0003C051] (in GRUP Cell Temporary Children of Dawnstar03Exterior [CELL:00008EB5] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,25))
- [NAVM:0003C06D] (in GRUP Cell Temporary Children of Dawnstar03Exterior [CELL:00008EB5] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,25))
- [NAVM:000F6ED6] (in GRUP Cell Temporary Children of Dawnstar03Exterior [CELL:00008EB5] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,25))
- [NAVM:000168D5] (in GRUP Cell Temporary Children of DawnstarExterior08 [CELL:00008EB6] (in Tamriel "Skyrim" [WRLD:0000003C] at 6,25))
- Ran xEdit QAC, no changes
- Ran xEdit Remove ITPOs, no changes
- Ran xEdit Persistentify Those Plugins, no changes
- Ran xEdit Filter References by Z Floor, no changes
- Ran xEdit Filter Navmeshes by Z Floor,
- [NAVM:000ECF08] (in GRUP Cell Temporary Children of DawnstarWindpeakInn "Windpeak Inn" [CELL:00013A7F])
- [NAVM:0010CD66] (in GRUP Cell Temporary Children of DawnstarWindpeakInn "Windpeak Inn" [CELL:00013A7F])
- [NAVM:000F64AA] (in GRUP Cell Temporary Children of DawnstarTheWhiteHall "The White Hall" [CELL:00013A80])
- Added the following LCTN records as overwrites into the mod, so the CK will update their data tables on save.
- DawnstarWindpeakInnLocation "Windpeak Inn" [LCTN:00020065]
- The following navmeshes had invalid internal edges
- [NAVM:000F64AA] (in GRUP Cell Temporary Children of DawnstarTheWhiteHall "The White Hall" [CELL:00013A80])
- [NAVM:000E054E] (in GRUP Cell Temporary Children of DawnstarFrukisHouse "Fruki's House" [CELL:00013A81])
- [NAVM:000E0479] (in GRUP Cell Temporary Children of DawnstarBrinasHouse "Brina's House" [CELL:00013A87])
- [NAVM:000E0293] (in GRUP Cell Temporary Children of DawnstarSilussHouse "Silus Vesuius's House" [CELL:000240B7])
- The following navmeshes had overlapping vertexes
- [NAVM:000E04F4] (in GRUP Cell Temporary Children of DawnstarLeigelfsHouse "Leigelf's House" [CELL:00013A84])
- The following cells were not finalized properly
- DawnstarLeigelfsHouse "Leigelf's House" [CELL:00013A84]
- DawnstarExterior09 [CELL:00008ED4] (in Tamriel "Skyrim" [WRLD:0000003C] at 7,24)
- Renumbered the following new navmeshes to be overwrites of existing navmesh
- 0A0179AE - 0010CD66
- 0A0BF0AE - 000E054E
- 0A0074C5 - 000E05C8
- Reviewed conflicts via The Method, forwarded various misc USSEP changes, and created a .ModGroups file to hide any remaining conflicts.
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Version 1.2
- Beitild's House: All floating references disabled
- Windpeak Inn: All floating references disabled. Giant's fire moved slightly down
- Barracks: All floating references disabled, 3 shadow-blockers put in the second story floor to prevent light from leaking from downstairs
- The White Hall: All floating references disabled
- Fruki's House: All floating references disabled
- Rustleif's House: All floating references disabled. 4 Shadow-blockers put around fire. Light source for fire moved slightly lower
- Leigelf's House: All floating references disabled. 2 shadow-blockers put in the second story floor
- Irgnir's House: All floating references disabled
- Mortar and Pestle: All floating references disabled. 3 shadow-blockers put in the second story floor to prevent light from leaking from downstairs
- Brina's House: All floating references disabled. 4 Shadow-blockers put around fire. Lightsource for fire moved slightly lower
- Silus's House: All floating references disabled. 4 Shadow-blockers put around fire. Lightsource for fire moved slightly lower. Pommel Reference moved to inside display. XMarker from USSEP forwarded
- Removed LOD references to stuff in Riften and Whiterun
- Removed placement of the Shrine of Azura
- Removed Bard's College Tower LOD reference
- Removed LOD references in Solitude's worldspace
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Version 1.1
- Fixed the bright rocks bug
- Moved some overlapping statics
- Improved the navmesh
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Version 1.0.1
- Fixed a bug causing CTDs near the major cities
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Cities of the North is my project to create a custom tileset for each of the four minor cities : Dawnstar, Morthal, Falkreath and Winterhold. There are more than enough overhauls for these on the Nexus, but I've never felt like each of these cities was truly unique. The difference between these four and the five major ones is simple : unique architecture. Solitude, Whiterun, Riften, Windhelm and Markarth each have a strong visual identity and you immediately know whether you are in the Reach or the Rift just by looking at the buildings. I wanted to do the same for the hold capitals that were only made of farmhouses and thus had no real identity independently of which overhaul you used.
This project aims to stay close to vanilla and be as compatible as possible. The idea is that you can use any of you favourite overhauls (or combination of), install this mod with the necessary patch, and give this unique architecture style to the version of the city you prefer. I hope this project brings you this little something that was missing in your cities. Enjoy !
Video by Arctic Scrolls, many thanks !
Thanks to Hodilton for the video !

*[/size] New unique model for every building in Dawnstar*
* New interiors matching the buildings*
* Completely navmeshed*
* LOD has been completely generated for the area*
*The Jarl's longhouse music has been changed to match the major cities' ones*
It is recommended to install this mod on a new save, otherwise some objects may not be placed correctly in the interiors. If you have not entered Dawnstar's houses in your playthrough yet, you can install it on your current save.
I recommend using DynDOLOD if you intend to combine this mod with a Dawnstar overhaul. I have included the low-poly models in the BSA archive so DynDOLOD can use them when generating LOD for your load order.

The patches can all be found in the >> Dawnstar Patch Collection <<
Patches uploaded by other users :
InnCredible --> CLICK HERE
Interesting NPCs --> CLICK HERE
Concerning patches : I generally patch only the mods I personally use. However, I have no issue with anyone making a patch for my mods and there is no need to ask for permission. Anyone can either send me the files of their personnal patch for me to upload it on this page or upload it themselves. Also feel free to make requests for patches in the comments, there are good chances I won't do it myself as it may be relatively time consuming, but someone passing there may be motivated to do one (especially if the mod is popular).

I've uploaded the loose files to be used as a modder's resource. Feel free to use it for anything you want as long as it's free, credits are not mandatory but always appreciated. You can also improve my models if you feel like it. Anyway, I'm looking forward to see what you will produce with these assets, cheers !